void Steering(Transform Tire, Transform wheelMesh, float speed =3000f)
{
float carVelocity = Vector3.Dot(Tire.forward, rigidbody.velocity);
Tire.localRotation = Quaternion.Euler(Tire.localRotation.x, Tire.localRotation.y + accesx * SteeringAngle, Tire.localRotation.z);
wheelMesh.localRotation = Quaternion.Euler(wheelMesh.localRotation.x, wheelMesh.localRotation.y + accesx * SteeringAngle, wheelMesh.localRotation.z);
// RotateSteeringAngle(wheelMesh);
TireSpeening(carVelocity , wheelMesh);
}
void TireSpeening(float Speed, Transform Tire)
{
float RotationAmount = (Speed)*0.5f * 360f * Time.fixedDeltaTime;
Tire.Rotate(Vector3.left, 0);
}
#ROTATE AND SPIN WHEELS CAR
1 messages · Page 1 of 1 (latest)
@weak agate this my post
so steering and wheel spin doesn't work when they happen together?
what does your hierarchy look like?
I would also change your question title to something more descriptive
That way people will actually know what you are asking
Everybody here wants help
all tires chaild in the car object
its my first post i dont know that is rolls her sorry
this what happen when i make spin and rotate steering work together